rabidus-test/Assets/SCSM/SciFiShipController/Demos/Scripts/SampleAttack.cs

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2023-07-24 16:38:13 +03:00
using System.Collections.Generic;
using UnityEngine;
// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
namespace SciFiShipController
{
/// <summary>
/// Executes a simple state machine for determining which state an "attack" AI should be in.
/// This is a SAMPLE ONLY and may get modified in future releases. If you wish to use something
/// similar in your own game create a new script in your own namespace to avoid it getting
/// overwritten by Sci-Fi Ship Controller updates.
/// If instantiated / added at runtime, also call Initialise().
/// </summary>
[AddComponentMenu("Sci-Fi Ship Controller/Samples/Attack AI")]
[HelpURL("http://scsmmedia.com/ssc-documentation")]
[RequireComponent(typeof(ShipAIInputModule))]
public class SampleAttack : MonoBehaviour
{
#region Public Variables
/// <summary>
/// If enabled, the Initialise() will be called as soon as Awake() runs. This should be disabled if you are
/// instantiating the SampleRace through code.
/// </summary>
public bool initialiseOnAwake = false;
public Bounds theatreBounds;
public int attackStateID = AIState.dogfightStateID;
/// <summary>
/// Has the SampleAttack been initialised?
/// </summary>
public bool IsInitialised { get { return isInitialised; } }
#endregion
#region Public Delegates
public delegate ShipControlModule CallbackGetNewTarget(ShipControlModule shipControlModule);
/// <summary>
/// The name of the developer-supplied custom method that is called when a new target is required
/// </summary>
public CallbackGetNewTarget callbackGetNewTarget = null;
#endregion
#region Private Variables
private bool isInitialised = false;
private ShipAIInputModule shipAIInputModule;
private ShipControlModule shipControlModule;
#endregion
#region Initialise Methods
void Awake()
{
if (initialiseOnAwake) { Initialise(); }
}
#endregion
#region Update Methods
// Update is called once per frame
void Update()
{
if (isInitialised)
{
// First check which state the AI is currently in
int currentStateID = shipAIInputModule.GetState();
Vector3 targetPosition = shipAIInputModule.GetTargetPosition();
Ship targetShip = shipAIInputModule.GetTargetShip();
if (currentStateID == attackStateID)
{
// If our ship is outside the theatre area, head back to base hoping to get a new target before getting there
if (!theatreBounds.Contains(shipControlModule.shipInstance.TransformPosition))
{
shipAIInputModule.SetState(AIState.moveToStateID);
}
// Is the target ship still healthy?
else if (targetShip != null && !targetShip.Destroyed())
{
// If the target is inside the threatre then we're either inside the threatre area or heading back into it.
if (!theatreBounds.Contains(targetShip.TransformPosition))
{
//Debug.Log("[DEBUG] target for " + this.name + " is outside theatre bounds");
// Target is outside theatre of operations so abandon pursuit and look for another target
shipAIInputModule.SetState(AIState.moveToStateID);
}
}
else
{
// Target ship has probably been destroyed
shipAIInputModule.SetState(AIState.moveToStateID);
}
// Did we abandon pursuing a ship?
if (shipAIInputModule.GetState() == AIState.moveToStateID)
{
bool isTargetPositionSet = targetPosition.x != 0f || targetPosition.y != 0f || targetPosition.z != 0f;
// NOTE: if the ship isn't set to respawn, this value will be 0,0,0
if (isTargetPositionSet) { shipAIInputModule.AssignTargetPosition(targetPosition); }
else { shipAIInputModule.AssignTargetPosition(shipControlModule.shipInstance.RespawnPosition); }
shipAIInputModule.AssignTargetShip(null);
}
}
else if (currentStateID == AIState.moveToStateID)
{
// No target, so try and aquire another one
if (callbackGetNewTarget != null)
{
ShipControlModule targetShipControlModule = callbackGetNewTarget(shipControlModule);
if (targetShipControlModule != null)
{
shipAIInputModule.SetState(attackStateID);
shipAIInputModule.AssignTargetShip(targetShipControlModule);
}
}
}
}
}
#endregion
#region Public Methods
/// <summary>
/// If shipAIInputModule is not initialised, SampleAttack will initialise it.
/// </summary>
public void Initialise()
{
// Don't attempt to re-initialise multiple times.
if (isInitialised) { return; }
// Get a reference to the ShipControlModule attached to this gameobject
shipControlModule = GetComponent<ShipControlModule>();
// Get a reference to the ship AI input module attached to this gameobject
shipAIInputModule = GetComponent<ShipAIInputModule>();
// Initialise the ship AI (if it hasn't been initialised already)
if (!shipAIInputModule.IsInitialised) { shipAIInputModule.Initialise(); }
// Default to a very large area of operations if one hasn't already been set
if (theatreBounds.extents == Vector3.zero) { theatreBounds = new Bounds(Vector3.zero, Vector3.one * 10000000); }
isInitialised = true;
}
#endregion
#region Private Methods
#endregion
}
}